This post provides a summary of the rules needed to play Battle 1. I’ll be posting an updated version after I add the rules for Battles 2 & 3.
Game Turn
Both players roll their Command Dice
- Check for Command Failure
- Discard any 1s
The player who rolled the most 6s has the first Command Pulse
- First Friendly Command Pulse
- First Enemy Command Pulse
- Second Friendly Command Pulse
- Second Enemy Command Pulse
- Command Pulses Alternate until all command Dice have been used
- End of Turn – Remove Fire Markers
Command Failure
- More 1s than 6s
- Opponent gets the 1s to use as wild dice
- Player with Command Failure has second Command Pulse
- If both players roll a Command Failure, the turn ends
Command Group
- Nominate one unit as the commander
- Another three units within 6″ can be included in the Command Group
- Suppressed units cannot be included
Command and Staff Orders
- Move and Fire
- Commit Reserves
- Disengage Group
- Rally Group
- Remove Unit Suppression
Staff Orders Only
- May be used as Wild Dice
Restock Staff Orders
- Double roll = 1 Staff Order
- Triple roll= 2 Staff Orders
- Quadruple roll = 3 Staff Orders
Wild Dice – Rolls of 6s and Staff Orders
- Create Larger Dice Chain
- Add to Combat Roll
- Add to Reaction Roll
- Add to Rally Roll
- Replace a Variable Move Dice
- Double, triple or more 6s can be used to issue instant staff orders
Direct Fire TN = 4+
Roll your unit’s AT Dice. Your opponent rolls his unit’s Reaction Dice
- Suppressed Units Cannot Fire
- Close Range -1 TN
- Effective Range 0 TN
- Long Range +1 TN
- Flank/Rear Attack -1TN
- Double Move -1D
- Triple Move -2D
- Target is uphill -1D
Reaction Checks
- Target unit is not suppressed 4+TN
- Target unit is suppressed 5+ TN
- Target unit is in or behind light cover +1D
Direct Fire Results
Disruption Points: Target takes one Disruption Point for each success by the firing unit.
Dispersal: Remove a unit when it has three Disruption Points, then deduct D3 Amy Morale Points.
Suppression: Caused when the firing unit rolls more 6s than the target.
Forced Back: If a unit is suppressed and takes one or two disruption points.
- A unit is forced back 6″ +1D6″ per unmatched 6.
Rallying
You roll Rally Dice. Your opponent rolls one dice for each Disruption Point on your unit with a 4+ TN. Your TN depends on the distance to the closest enemy unit. Remove one Disruption Point per success. Suppressed units cannot be rallied.
- 0-6″ 6+ TN
- 6-12″ 5+ TN
- 12-24″ 4+ TN
- 24-26″ 3+ TN
- 36″+ 2+ TN
- Light Cover +1D
- No LOS to enemy +1D
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Mission Briefings Explained